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 Backgammon

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15. 12月 2007, 10:28:56
mangue 
件名: cannot swap dies
Backgammon (Mal 4 Inara vs. mangue)
move 17
I cannot swap dies, please explain why

12. 12月 2007, 23:28:29
AbigailII 
件名: Re:
jryden: I ain't going to disable my autopass - the rare occassions where I do get an opponent that has autopass enabled, I don't want to lose.

And I'll continue to delay moving in an autopass situation when my opponent hasn't enabled autopass - I marked all days in December as vacation days for no other reason to not have to move in a hand full of games where all I can do is pass, but where my opponent insists on me pointlessly hitting a button.

12. 12月 2007, 21:03:18
jryden 
件名: Re:
coan.net: Well said!! In support of this suggestion I am going to disable my autopass option until a better version is implemented. Anyone who doesn't like it should do the same, otherwise Fencer can say 'look how many people are using the autopass, they must like it'

Along with an autoplay idea, i would like to see the ability for the server to determine the single legal play for a given checker. This will eliminate the need for the Swap dice option in all but the cases where a single checker can use either die.

12. 12月 2007, 17:51:06
Czuch 
件名: Re:
coan.net: then you all of a sudden turn around 1/2 the game for the computer to play for you....

That doesnt say much for the games popularity

12. 12月 2007, 17:45:48
coan.net 
件名: Re:
nabla: Yea, autoplay would be another nice request - even though personally I'm not sure if I would use it, but I can see many doing so.

For checkers for example, a person only has 1 move - 1 jump, then yea - might as well make the move for you. For Ludo - well many turns in a game are only 1 option (maybe around 30% maybe? - just a guess) - Add that to auto-pass, then you all of a sudden turn around 1/2 the game for the computer to play for you.

So personally, I would have to debate with myself to use autoplay, but again - would be a great addition to the autopass to this game site - and can see many people using both.

12. 12月 2007, 17:28:59
nabla 
件名: Re:
coan.net: Everything you said !

Plus making forced moves automatically, even when they are not "passes". That for all games without exception. This last request should probably give rise to a separate personal setting, since I guess that some Ludo players could be happy with autopass but not with autoplay.

12. 12月 2007, 16:24:54
coan.net 
I just think the current version of autopass needs to be scraped, and put in its place is a proper autopass - that will work in all games where a "pass" can be made.

I would think a simple auto message of "Your opponent had no move, so the game came back to you.". Any messages should just be shown when the opponent does have there next possible move. And then an auto message to the person who passed would be "You had no move(s) on the ## last move(s), so the system autopassed for you".

Plus each person can decide if they want the system to autopass for them. So for example, if I choose to auto pass but my opponenet does not - if it comes to me and I have to pass, then I should be able to autopass. If it goes to my opponenet and they choose not to autopass, then they can take the time to hit the "pass" button. I don't see why the current system will let 1 person dictate how the other person players their autopass.

And again, all games that have pass - Gammon & Ludo are the big 2 that come to mind.

= = = = =

Then for gammon games with cube, what I would like to see is when a person gets there first roll/double - then pass option if they are blocked, a little button to say "Roll & Autopass until next possible move" - so that will automaticly choose the roll & then pass until they are able to move again. (so then after they move, they will again have to roll & choose the option again if they are back into a pass position after making a move on the board.)

Autopass would be a great feature for this site - but I just don't consider what is here right now to be autopass... just a very weak version of it.

12. 12月 2007, 16:10:36
Czuch 
件名: Re: Autopass isn't working...
coan.net: This needs to be explained a bit more thoroughly please?

12. 12月 2007, 15:58:36
coan.net 
件名: Re: Autopass isn't working...
AlliumCepa: Well it is one of the "reasons" why Fencer did not want to do autopass in the first place - he is afraid that the users would be unable to have a conversation if the game is autopassing. So he put in this thing that is called an autopass, but I believe it will not work if there is chat going on. I don't think it is documented anywhere.

12. 12月 2007, 15:48:14
coan.net 
件名: Re: Autopass isn't working...
AlliumCepa: Was there any in-game chat going on during those moves? That will also stop auto-pass from working

12. 12月 2007, 15:07:54
AbigailII 
件名: Re: Autopass isn't working...
AlliumCepa: Had both players turned on autopass before the game started? Otherwise, it won't work.

5. 12月 2007, 23:25:35
Czuch 
件名: Re:
nabla: Thanks guys... thats the type of stuff that helps me more than the dry statistical book stuff!

5. 12月 2007, 21:22:44
nabla 
件名: Re:
nabla (5. 12月 2007, 21:23:10)に変更されました。
grenv: It is complicated enough for me not to have dived into one method yet. The pips to add are not linear in function of the number of checker on either the 1 or the 2 points, gaps have to be accounted as well.

If you are interested, give a look to http://gammonline.com/members/Dec00/articles/pipples.htm . A bit too advanced stuff for me I must say.

5. 12月 2007, 21:14:24
grenv 
件名: Re:
nabla: good point on the low points, you need to basically add pip counts for checkers on the 1 or 2 point to be accurate. Alternatively you can look at the number of average moves left and calculate the odds variation, but that gets complicated.

5. 12月 2007, 21:01:44
nabla 
件名: Re:
Puckish: A very simple rule works fine in most situations. If on roll you are 10% (of your pip count) ahead minus 2 pips, you have a borderline double. If you are 10% ahead plus 2 pips, your opponent has a borderline take/pass.

That is of course in "money play". The take point can be different in function of the match score (and the presumed strength difference between the opponents) ; and when one of the opponents has too many checkers on low points.

5. 12月 2007, 20:19:00
Czuch 
件名: Re:
wetware: Yeah, too much, I was hoping to stimulate some conversation and some off the cuff opinions, since off the cuff is my style anyway

5. 12月 2007, 20:01:53
wetware 
件名: Re:
Puckish: There's a wealth of info (maybe more than you need?) here:  http://www.bkgm.com/articles/page4.html#cubehandlinginraces

5. 12月 2007, 18:38:46
Czuch 
件名: Re:
AlliumCepa: Okay, another stupid question...

I have had double 3s a lot it seems lately on my opening roll, there are so many choices, I just get confused, assume all my 3 moves are open?

5. 12月 2007, 18:25:15
Czuch 
When you are ahead in a run situation, you will win more times than not. So, should you always double when you need to, and conversely how often should you accept a double when slightly behind in a run?

3. 12月 2007, 18:08:37
alanback 
件名: Re:
Puckish:  Can't right now, I have a vacation coming up.  But thanks for the personal invitation!

3. 12月 2007, 18:00:16
Czuch 
Come on Alan, I know you are looking, pull the trigger and this tournament gets started!

3. 12月 2007, 16:57:40
Czuch 
One more needed to make 32!!!

3. 12月 2007, 16:55:58
Czuch 
件名: Re:Backgammon Tournaments
wetware: Okay, I am in....

I sent out 125 invitatons to mine, so i know even if someone doesnt read the boards or check the tournament page, they have an invite, maybe some people were gone for awhile, but i would like to have more of the very best players play

3. 12月 2007, 16:48:31
wetware 
件名: Re:Backgammon Tournaments

Puckish: Of course, it would also be nice if you were to join this one: wetware's backgammon (#1): 7 points, cube, 2200+



It might become an every-other-month event...perhaps a 16-player tourney.


3. 12月 2007, 16:18:46
Andersp 
件名: Re:
Puckish: yes....and xxxxxxxx too :)

3. 12月 2007, 16:08:30
Czuch 
件名: Re:
Andersp: Acuna Mattata and wetware
were shamed into playing, thanks!

I am sure playbunny could give us a 10 page dissertation as to why he wont play?

Just need 2 more now to start this bugger!

3. 12月 2007, 14:22:58
Andersp 
件名: Re:
Puckish: LOL...heard about BKR? 

3. 12月 2007, 03:18:08
Czuch 
2200 plus 5 point cube

Okay, not 1 person in the top 25 ratings signed up for this one?????

Whats up with that anyway???

I need 4 more people to get it started!

30. 11月 2007, 13:43:26
Czuch 
Okay, I set up the last time wrong somehow, try this one here...

2200 plus 5 point cube

10. 11月 2007, 05:58:31
Thad 
件名: Re:
Czuch: I'm pretty sure it does.

10. 11月 2007, 02:10:07
Czuch 
Does auto pass work in cube games during the crowford rounds?

3. 11月 2007, 17:54:23
Sylfest Strutle 

2. 11月 2007, 17:14:34
Czuch 
件名: Re: 2 years on
Snoopy: ...and over 500 moves no less!

1. 11月 2007, 08:29:56
joshi tm 
Anti Backgammon, I got it.

1. 11月 2007, 08:08:10
ScrambledEggs 
件名: 2 years on

26. 10月 2007, 23:10:40
Thad 
件名: Re: Tournament page
wetware: Put the match score in (parentheses) or [brackets] and/or in a different color. IT could also be in a different size font.

26. 10月 2007, 21:59:28
wetware 
件名: Re: Tournament page
Thad: That could also prove a bit tricky.  You'd need something extra to tell the difference between a completed match (shown as 1-0) and a match that currently stands at a score of 1-0.  A cute solution might involve current match scores being shown on "mouse-over" of each dash or of each table cell.  (But at this point, I'm hesitant to suggest adding much more HTML code to our pages!

26. 10月 2007, 19:33:03
alanback 
件名: Re: Tournament page
Thad:  It's not useless - it tells you the match is not finished ;-)

26. 10月 2007, 09:38:33
Thad 
件名: Tournament page
Why doesn't a tournament show the score of the match instead of a useless dash?

19. 10月 2007, 15:46:25
nabla 
件名: Re: .MAT file format
wetware: Probably not deep enough :-)

DailyGammon's .MAT format is fine and works also with Nackgammon matches.

If you are willing to write such a program, what about doing it in Java so that Fencer can integrate it to BK ?

19. 10月 2007, 15:36:21
wetware 
件名: Re: .MAT file format

nabla: Ah, so it is!  I'd searched for an existing bug report, but obviously not well enough.


Have just started playing at DailyGammon (as "wetware" there, and also at NetGammon).  Will check their multi-game .MAT output shortly, though I presume it's correct.  Since I now play enough bg matches here that are worth analyzing afterward, I might try creating a small Windows executable to auto-reformat BK's .MAT output (no matter how long a match), to make it compliant.


19. 10月 2007, 10:27:20
nabla 
件名: Re: .MAT file format
wetware: You are right, this is BK bug #1181, that I posted back in March :-(

19. 10月 2007, 05:20:48
wetware 
件名: .MAT file format
wetware (19. 10月 2007, 05:23:10)に変更されました。

Has anyone here seen strange results when exporting .MAT files from multi-game BrainKing matches, and then importing those files into gnubg?  I don't think gnubg is reading them properly.  The program can follow the individual game move sequences, and allow navigation from game to game, but the running match scores are seriously messed up.  (For example, it appears that a player can actually lose points from game to game!)  I think it's also not always correct about which player is which.



I'm very skeptical about overall match analyses as a result, because I don't think gnubg is consistently evaluating the same person's play throughout a match!



Anyway, would love to hear your experiences.  I'm fairly new to gnubg and the .MAT file format.


18. 10月 2007, 01:39:44
Czuch 
件名: Re:
coan.net: Its okay, no apology necessary

Just try to be more distinct as to when you are posting as a moderator compared to other posts

18. 10月 2007, 01:35:47
coan.net 
件名: Re:
Czuch: I've already told the bunny sorry twice, I will now say sorry to you also for whatever bad thing that I have done to you with my couple of posts.

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